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[LE] Draugr Ambushes - Actor stands outside sarcophagous


Urakhah

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Hey guys and girls,

 

 

I'm following the Bethesda Level Design Tutorial on creationkit.com, with the Skyrim SE Creation Kit.

 

I'm currently in chapter 6 - Traps and Prefabs - where I encountered an error. The Draugr doesn't start inside the sarcophagous but outside, it's just standing around beside the sarcophagous. As well I have one of these ambushes with a nordic throne, where the Draugr is just standing in front of it, instead of sitting there.

 

Now, when I start the game and use COC on my cell out of the startmenu, everything is fine - but when I'm loading my savegame with a lvl 40 char, that is when the Draugr won't sit or lay down. It's a clean safe, the mod hasn't been active on this savegame. I loaded the savegame which is at the very beginning of the game, still in Helgen - right after the dragon attack at this execution block. Then I use COC on my cell and again saw the Draugr standing around.

 

Besides my tutorial-mod I don't have many mods installed, just these few:

 

Unofficial Skyrim SE Patch
Instant Mining

Better MessageBox Controls

Auo Hide Ammo

Pick up books simple

Haven Bag

Helgen Reborn

A Quality World Map

Harder Lock Picking

iHUD

SkyUI

All Thieves Guild Jobs Concurrently

SKSE64

 

 

So ... any idea, what could cause that error? I mean, the setup of the prefabs should be correct - i copied them from the warehouseAmbushes and with a lvl 1 "startmenu" char, everything is working like excepted. So I didn't check the relationships of the individual references, because it's working with a new char.

 

Thanks in advance, have a nice day ;)

 

Phil

 

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I don't have too much time right now, so just read this topic, it already has what i intended to write you.



Also, this SLE and not SSE forum, SSE Creation Kit and Modders forum below:



* Don't trust blindly all vanilla stuff, don't forget that Skyrim is full of bugs caused either by bad coding or bad set up.

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Hi maxarturo,

 

thank you very much for your reply.

I tried the suggestions from your first post of the linked thread --> setting the property "PlayerOnly" to true in the script propertiey and the property "ambushOnTrigger" to true on the masterAmbushScript.

Unfortunately that didn't fix it. The other suggestions are right now beyond my skill level - I'm just getting started :wink:

However, I figured out that the Draugr will move into the sarcophagous by disabling and enabling the reference manually through the console.
So maybe my solution here would be a custom script, maybe somehting like you suggested in the further posts on that linked thread.

For now, I'll just proceed with the tutorial series and soon I will get started with scripting anyway, and then I will come back to this error trying to fix it again.

Thanks for your help :wink:

 

Edit: I reached the lecture where the interior cell is connected to Skyrim World. And now, when I'm entering the dungeon through the door rather than COC into it, the Draugrs are finally sitting and sleeping ^_^

Edited by Urakhah
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Yes. COC screws up a lot of actor behaviour. They often won't load where they are supposed to and ignore things like furniture and even patrol idle markers. They can also 'misbehave' by not using their AI packages. I use COC mainly to check that the statics, lighting etcetera is right and hooking it up to Skyrim is one of the things I do very early on.

 

If you have a big dungeon with 2 or more cells connected by load doors, you can COC into one of them, use a load door to test the other cell's actors and then use the same door to go back into the first cell, where any actors in there will now behave properly.

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